Because OKW and USF have Pathfinders and Jaegers. There's no real reason to have a sniper if you already have long range ambush infantry as opposed to short range ambush infantry like Storms and Commandos. Besides, if you made the sniper doctrinal, then the rest of the doctrine would have to be kind of shitty because a sniper by himself is pretty fucking strong. I mean, just look at the Wehr vs. Brit meta. It's literally just the Sniper carrying the entire faction on his shoulders.
Also: The other two factions don't have the same level of elite infantry that OKW and USF have. Falls, Obers, Paras, and Rangers are barely comparable to Guards, Commandos, and Shocks.
The thing with Paths and Jaegers is that they're doctrinal, whereas the other factions have their "Sniper" units nondoctrinally. USF and OKW not having Snipers would be fine if they had access to their "sniper equivalent" units in their base kit, rather than having to choose doctrines for them.
Honestly I'd ideally like if all factions had both Snipers and a Light Infantry unit of some type, particularly the latter, which are genuinely far better suited to CoH2 than snipers are.
I'd argue that Pgrens and Commandoes are absolutely comparable to USF and OKW elites, incidentally... though elite infantry comparisons aren't really relevant, surely? |
OKW or USF with a sniper would probably be OP as hell. USF only needs the m20 to be put around M3 level of firepower and accessible after first tier tech.
A kubelwagen gives you opportunity to chase and kill a sniper + its vet1 abiltiy, it isn't going to do it all by itself but at least you're not helpless during 6 minutes against it.
What about having their own sniper would make them OP?
The other three factions have multiple sniper counters (222, UC/AEC, Scout Car/T-70-etc), along with having their own snipers for counter-sniping duties, I don't really know why the addition of this unit to either of these faction's rosters would cause them to be overly strong. USF and OKW lack the unit altogether with no discernable tradeoff.
The Kubel is very bad at chasing units, it is effectively a casemate, has poor survivability, and (Currently, though this is improved in the next patch) abysmal on-the-move performance. You can't really dive past other units with a Kubelwagen to chase a sniper down. Its detection ability is fantastic, however. |
When you need sniper to counter sniper, then lack of sniper is not a problem here.
As cute as this comment is, a Sniper is the most effective counter to another Sniper. A Kubelwagen, for example, is not going to counter an opposing sniper if your opponent is at all aware of his surroundings, particularly not in a 2v2. Also as others have stated; the current non-sniper sniper counters take significantly more investment to succeed than the sniper itself requires to perform his role.
There is no real reason for OKW and USF to lack this type of unit, do you have an argument against that statement other than a snide remark? |
USF is also getting 2 kind of buffs. M20 build time and AAHT having better accuracy vs sniper? (can't remember the exact nature of the buff) but still that's around 70-80 fuel investment just to counter a god damn sniper.
OKW have the kubel that can chase him away without having to bleed. Brits have the same for 5 fuel next patch but USF is still stuck behind having to pay for a Lt then upgrade and then the m20 for a similar outcome. But on the mean time... you bleed or Manpower or munition if you decided to tech nade first for smoke counter.
M20 should be available whenever you tech lt or capt and not requiring the tier upgrade. Strip it from its mine and skirt upgrade I don't care but stop with this bullshit sniper that force you to play like an octopus just to counter a guy who'll click once in a while between 2 sniper shots.
I'm still advocating that OKW and USF should simply have a sniper of their own (Or light infantry units/an infantry squad with a muni Snipe nondoctrinally). Current USF and OKW "Counters" really aren't up to snuff. |
For whatever reason, the Maxim does apparently have a larger "AOE Suppression" radius than any other MG, at 15, rather than 13. (The DSHK is another exception, with only 10). No clue why this is the case.
The actual value for suppression is lower, though. |
https://www.coh2.org/topic/107608/upcoming-comander-update-wishes/post/852419
This is kinda of contradictory in itself.
No new units I sort of understand due to Relic disabling the model editing and importing, however currently present assets can be re-used for said new units like for example the German heavy weapon crews.
Their models look like normal infantry models with just the red shoulder pads indicating that they're artillery but given some Kar 98ks and called reserve infantry or something could work without 99% of the people noticing that they're not proper infantry models with all of the equipment.
No unit swapping between factions is again sort of understandable altho it has been done until now many times, for both the Germans and the Allies (lend-lease) and I don't really see a problem with it since they have their own unique traits so they're not just the same unit carried over.
Many more new units can be created with swapping, for example a King Tiger for the Ostheer or a Churchill for the Soviets. Again both of these units can have new unique mechanics.
Changes being minimal makes sense from a developer perspective, and from a balance such I suppose, but the problem is that things like the Sturmtiger need an overhaul or rework.
The last 2 points are completely contradictory.
- new abilities are possible, but nothing crazy (think about mostly copying existing abilities);
- no total reworks of commanders, but multiple ability swaps or replacements per commander are possible if needed.
You want to copy existing abilities, but you're limiting it to only it's own faction. So what you just take a broken/underpowered/overpowered ability and just copy and paste it and call it a day? Really now?
No total overhaul of commanders makes sense however again some really need it. And again only limiting it to only within a faction is just stupid if you ask me.
And honestly this all just sounds like a lazy excuse for them to be able to downvote most (good) ideas.
Regarding Unit Swapping in particular:
Unit swapping (Primarily from Soviet, though from the western allies as well) into the Axis factions would provide an awful lot of fodder for new units/abilities in doctrines, theming around "BeuteWaffen" and "BeutePanzer", which the Germans made extensive use of.
I expect the allies (Primarily the Soviets) did a lot of the same.
The main problems with this are the fact that there aren't any skins for these units pressed into German service, which kind of detracts from the "Quality" aspect of the game. That, and it might make factions a little too homogenous, if done incorrectly.
Still, if it would be reconsidered, unit/weapon swapping between factions could really help provide more selection in order to fix/diversify commanders.
(I also still maintain that USF and OKW need Snipers (Or at least their Light Infantry Squads to be nondoctrinal), as I think this type of unit is almost "Standard" in the same way as a Mortar, Machine-gun, or AT gun is, perhaps moreso given how completely different a sniper plays to literally any other unit in the game)
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Although this indeed seems to be some sort of troll thread, simply increasing Popcap or removing it does not actually solve any problems, factions that don't have issues with Popcap/fitting units into their build will continue to have no issues, and merely be able to field larger armies. Factions that currently have population issues will have precisely the same problem, they still will struggle to keep up with the non-struggling faction's popcapped armies. Strictly increasing Popcap has no actual benefit to the game.
I do think that popcap needs a look at, but the way to fix it is twofold:
A: Minorly rebalance some units' popcaps.
B: Give every faction a way to "Recall" units, so they can retailor their armies in the lategame, without being forced to suicide units into the enemy.
(C: Some units, such as Howitzers and some of the "Premium" vehicles like the Panther, should have hard caps placed on them, primarily to improve teamgames, by reducing teams' ability to spam and reach critical mass.)
The idea that picking a Tiger (Or similar heavy) is always the right move over having three Infantry squads, or two/three other units is patently absurd though. "Cheaper" units have value and utility even into the late game, there is a reason that people don't suicide all their infantry/team weapons lategame so they can build an extra two or three tanks. |
Cancer Commander is probably on the short list of commanders that will be targeted for the supposed next Commander Revamp patch. (Along with Special Weapons). My guess is they'll probably do something like give it the Concentrated Barrage from Arty Regiment and call it a day. It would be cool if they could implement the buildable 17 Pounder but I don't know how you'd balance that with the base 17 pounders (I don't know if being able to double barrage stuff would be OP or not)
The 17 pounder is the large AT gun they can already build, whereas the 25 pounder is the Base Howitzer. I know which you meant, but other people might be confused.
Thank you UK naming conventions. |
The JCS uses 2x grenadier k98s and 3x grenadier g43s, trying to rebalance those would cause issues for the base grenadier squads, or the other option would be to make yet an another variant of those guns using different stats. We already have like 5 different G43s alone (gren, pg/storm, fusilier, jli, sniper).
And yes, the JCS is a one off elite squad, I'm totally fine with them being stronger.
There are already four or five different K98s in the game as well (Grenadier, Volksgrenadier, Panzerfusilier, Obersoldaten, and likely others)
I agree that this issue with G43s are even more pronounced , as at least all the K98s act as the same sort of gun, just with different accuracy and damage, whereas there are three different TYPES of weapon using the G43 model (A genuine sniper variant, the "light infantry" sniper variant, and what amounts to a faster-firing K98 with better moving accuracy), which all act completely differently to one another.
I do wish they at least gave the OST sniper a scoped K98, and the PGs/Storms/Jager Command non-scoped G43s (And leave JLI with scoped G43s) to communicate the fact that these two (three) units absolutely do not share similar weapons in the slightest. I don't know if unscoped G43s, or a scoped K98 exist in the files, however.
Light Infantry having scoped self-loaders is at least consistent.
The Boys ant-tank rifle has a similar issue, incidentally, either being a "sniper rifle" in the hands of the Sniper, or literally just an AT rifle in the hands of IS, with 0 distinction being made visually or thematically, the Sniper's rifle isnt even scoped.
All I'm saying is that guns with "variants" other than the scoped self-loaders at least share the same functionality between all variants, rather than them being completely different weapon types based on who holds them. |
But if you read a bit more above then you can see I commented that this doctrine should lose emplacement health/armor upgrade and be replaced with some other ability, like access to mg bunkers. This would also make balancing emplacements easier in general as there will no longer be one doctrine that makes them even stronger.
It's the same deal as with trying to balance IS when there is bolster, one has to consider both states, same with regular emplacements and upgraded emplacements.
The problem is still that immobile defences are inherently flawed, and relying on the heavily is a recipe for a loss. Advanced Cancer makes them more durable because absurd durability is an immobile units' only defence. I agree that the aformentioned increased durability should absolutely be removed, as should CB, though I think the commander sort of needs an entirely different identity.
(I also still think Emplacements/howitzers etc should be relocatable, but I already have a thread on that) |